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Everything posted by thiextar
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Ibuki is a great little dpm ship, and the zao is tons of fun. So is the myoko and mogami, actually come to think about it, i dont think there is a single stinker in the entire japanese cruiser line
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In reality tho, you dont gain anything on the roons offensive capabilities, because especially in this meta, its best played as a kiting cruiser, even though its a bad kiting cruiser. I mean just look at the soviet battleships, they are 100% made to push, they are super oriented to pushing hard and getting close, combined with the extreme tankiness of battleships, and they still dont get to brawl efficently very often, because the meta doesnt allow it. I played my roon as a kiting cruiser and got ~3x your average damage in it, because an offensive playstyle is just not usually efficient in this meta.
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I mean its not some gamebreaking thing that will stop anyone from playing the game, its just a stupid game mechanic, probably resulting from slightly lazy hitbox modelling. Its nowhere near the top of the priority list, but its also not a good thing. Ships and islands do mix, that is why its such an issue for certain ships that island models are as wonky as they are. Pretty much all american cruisers wants to hug islands as closely as possible, moskvas sometimes wanna use them to cover its flank, dds flank around them. Islands are the one thing that defines a map, and most of the action happens near and around islands. Islands are you best friends in a ship, and proper usage of them can tilt a fight heavily in your favor.
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But thats the thing tho, the game doesnt model depth or displacement. A tiny destroyer and a yamato can get to exactly the same distance from an island before grounding, try it in a training room ^^. What you percieve as shallow waters, is just an invisible hitbox around the islands, same for every ship. And deepwater torpedoes are just hardcoded to hit certain classes, they dont model depth, because that would be an extreme waste of cpu power. You are falling for the illusion, and not seeing the bigger picture, because you associate a game mechanic with realism. It can help to imagine the same scenario in an unrealistic setting: lets say the warships are spaceships, and islands are asteroids, other than that its the same game, now what would be the better game mechanic: A: your spaceship beaches when it hits the asteroid. B: your spaceship beaches at a random distance from the asteroid.
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Dear WG u have gold and silver ships
thiextar replied to The_Shungite_Wizard's topic in General Discussion
Problem is, if i pay for a gold-plated cabbage, i wouldnt accept a refund that allows me to choose a normal cabbage. People bought the gc cause she was op, the players arent to blame for that, wargaming is, so they should take the economic hit, not the players. Anyways, as you said, its been discussed to death. -
Dear WG u have gold and silver ships
thiextar replied to The_Shungite_Wizard's topic in General Discussion
The problem is that wargaming refused to give out cash refunds, and explained that they couldnt do it, because it would be hard to implement. The issue there is that wargaming has already done it in the past, the kutuzov got fully refundable for cash when they did the smoke rework. So why couldnt they do the same for the guilo? The answer of course, is that wargaming is really greedy and does not want to refund cash... Which is a problem when they put all the op ships in gambling containers before announcing plans to nerf them and refund useless doubloons. The reaction to the gc experiment rests solely on wargamings greedy shoulders of ineptitude. -
We do, i just remember the largest value i can bounce, rather than the largest value that overmatches me. Same thing, different values ^^
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I remember overmatch values by the largest existing caliber i can bounce, its easier for me that way. Nothing between 380 and 406, so 27mm gets overmatched by anything above 380 in my mind. Just makes it easier to quickly remember thresholds in the heat of battle for me.
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You only have 27mm of armor, so any caliber above 380mm(not including) will overmatch any part of your armor. The only protection you have is the turtlback, which will to some extent protect you from citadel hits if you are properly angled(not nose in, but like 20-30 degree angle). Anyways, the way i play my roon mostly, along with all kiting cruisers, is i get to a flank, turn around, and reverse towards the enemies butt-in, then just play with your speed and turning in order to dodge and stay within optimal range. If a flank starts looking like a win, you can consider turning around, and pushing nose-in.
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It can still be done, i did it a few times in my grind, but because of the carrier spotting and campy meta, only very very rarely. I think thats where roon lost her "thing" it used to be a kiting cruiser which could also brawl, but nowadays its so rare to get a good opportunity to use that strength, that it just boils down to being a meh kiting cruiser most of the time.
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I just finished my roon grind today, and i gotta say, i absolutely hated that ship, and i really like kiting cruisers. It just has seemingly no he dpm at all in comparison to something like an ibuki. all it has is good ap, but in a kiting cruiser, that is not as useful as he dpm. Its also got 6km torps, which are great for self defense, but id much rather have the ibukis 10km torps as they are much more useful for kiting. Its a kiting ship that struggles with dpm, but instead get a bit better brawling capability(strong ap and good torp angles). But you will very rarely get to use this brawling capability, because the ship is best played at kiting ranges. Dunno if im being irrational here, but i just played the roon as a worse ibuki most of the time. (before anyone points out that my stats in roon are much better than ibuki, i grinded the ibuki a long time ago, and have improved a lot at the game since then)
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are you ok?
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Specific circumstances are irrelevant to average steamrolls-ratio. Over a large sample size, these circumstances will cancel each other out, so the only thing relevant for predictions and calculations is simply how many ships are on each team. I think you interpret my point wrong tho, it doesnt mean that every battle will be a steamroll, they definitely arent. What it means is that inevitably, a lot of battles statistically have to be steamrolls. The very specific circumstances that becomes irrelevant over a large sample size, are the circumstances that defines a match, and its these circumstances that lets us have really close matches sometimes.
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Actually, from a mathematical standpoint, steamrolls are an inevitability of no-respawn gamemodes, no matter how well balanced the match is at the start. A simplified explanation: We start off with a 12v12 perfectly balanced situation. One player in team 2 dies. Now its 12v11, team 1 therefore has more guns, and therefore on average 9% more damage output, so theres a higher chance that the next dead player will also belong to team 2, because they are outgunned. Team 2 loses a player. Now its 12v10, team 1 has 20% more firepower than team 2, therefore the chance of team 2 losing a player is even higher. etc etc etc. Think of it like an airplane flying with tilted-down wings, no matter how balanced it is when it starts flying, its gonna roll onto its belly, because it is an unstable design.
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But the thing is, some islands you can park so close to that you nearly touch it without getting stuck, and then there are some islands that you cant go within 2 meters of, thats bad game design. Especially for ships like the des moines and other american cruisers, which you park behind an island close to a cap. There is no way of knowing if an islands hitbox sticks out or not, its bs. Bury your realism argument of "its shallow water", from a pvp game design point of view, its stupid that some islands have bigger hitboxes than their visual feedback. if you want to implement shallow water into the game, then make it visible, give it some different color or visual feedback. But the way it is right now is just stupid.
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Of course, but you can see the bushes, cliffs and indulations tho. The only way to learn where all the invisible hitboxes are, is to crash in to every centimeter of every island... Thats just not gonna happen, so all you can do is keep a little distance and hope for the best. That kind of uncertainty is terrible game design in a pvp game.
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you can overpen a target multiple times with the same bullet. Yeah, its still broken ^^
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That is bs tho if there is no visual feedback that my ship will get stuck there. This is game design, they dont model a keel and water depth, they just give the islands slightly too big invisible hitboxes. Gameplay should always come before realism, and its really stupid that its impossible to tell how close you can go to any given island before magically grounding.
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i thought it was fun and engaging to lose a ton of stuff with no counterplay?
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Dear WG u have gold and silver ships
thiextar replied to The_Shungite_Wizard's topic in General Discussion
Bah, we all know that only turquoise ships can be changed. -
Buff Co-Op or make Singleplayer mode with same XP gain as random.
thiextar replied to Sirion_'s topic in General Discussion
Play ops with your clan and friends. Ops with randoms is just self inflicting torture- 35 replies
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Freezes, freezes, freezes, not responding, and freezes.
thiextar replied to Sirion_'s topic in General Discussion
What are your pc specs? cpu, gpu, ram etc etc. EDIT: nvm, i thought you were talking about in-game first. Yeah the port has been really crap for a long time now, nothing that can be done about it sadly. -
Buff Co-Op or make Singleplayer mode with same XP gain as random.
thiextar replied to Sirion_'s topic in General Discussion
You get rewarded for what you do. Randoms require waaaay much more skill than coop, so you get waaay much more rewards. Coop is mindless busywork, so you get rewarded thereafter. Scenarios is like coop but actually require teamwork and skill, so its rewarded really well. Makes perfect sense to me.- 35 replies
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Its just a weird rendering behavior. All simulation in world of warships is done server-side, thus it is impossible to manipulate shell trajectory's with a "hack"
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Meh, grow some skin and deal with it, its just words....
